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[8th] Dwarfs Vs Vc


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#1 jouke1988

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Posted 10 January 2017 - 07:05 AM

Hey Guys, I would like to share with you my battle of last friday with a friend of mine with a VC army. 

 

The armies:

 

Dwarfs:

 

Lords and Heroes

 

Lord, Shield, Shieldbearers, Armour of Borek Beetlebrow, MoSnorri Spangelhelm, RoCleaving *2, General

 

Runesmith, Shield, RoBalance, RoSpellbreaking

 

Thane, GW, BSB, RoGrugni

 

Core: 

 

25 Longbeards, GW, FC, RoStoicism

 

16 Thunderers, Shields, FC

 

Special: 

 

Grudgethrower, RoAccuracy, RoPenetrating

 

20 Ironbreakers, RoStoicism, RoSanctuary

 

Rare:

 

15 Rangers, Musician, Standard

 

Vampire Counts

 

Lords and Heroes: 

 

Master Necromancer, Forbidden Rod, Talisman of Preservation, Other Trickster's Shard, Lvl 4, LoVampires, Master of the Death, General

 

Necromancer, Channeling Staff, Talisman of Endurance, Lvl2: LoVampires

 

Wight King, BSB, Shield, Armour of Fortune, Sword of Striking.

 

Core: 

 

30 Crypt Ghouls, champion

 

5 Dire wolfs

 

30 Skeletons, FC, shields

 

Special: 

 

25 Grave Guard, FC, Banner of Barrows.

 

Rare:

 

Mortis Engine, Blasphemous Thome

 

Terror Gheist

The Set-up: 

 

I was a little terrified for the fact that he had that Mortis Engine and the Terror Gheist in the army. Together with a double Invocation he would be able to keep screaming at me with that Terror Gheist which would, in the end, of course hit me big time. Because of that, I castled up a little bit at the left side of my deployment zone. He spread out his army not worrying about the leadership bubble because I am slow as well and I did not have a whole lot of shooting. My rangers went up the board but stayed outside of charge arch of the Grave guard but still being able to pepper them with their crossbows. His line from left to right, from my point of few: Grave Guard with Wight King, Skeletons, Mortis Engine with Necromancer, Ghouls with Master Necromancer, Terror gheist, Dire Wolfs.  My line, from left to right: Ironbreakers with Thane, Thunderers with Runesmith and Longbeards with Lord. I made two mistakes there, the Runesmith should have gone into the Longbeard Unit an I should have put the Graveguard closer to my units. The grave guard now had a building between them and the Thunderers. He moved up his wolfs towards my longbeards but still out of charge range.

Luckily, I got first turn! 

 

The battle

 

Turn 1: As a dwarf, I did not have a whole lot to do. I moved up a little bit with my three units at the back to try to lure him out. My thunderers where out of range so I had to move them. I also moved I Runesmith to the other unit, correcting my mistake. I shot with the Rangers, killed three Graveguard and killed my own Grudgethrower. I rolled a misfire and followed up with a 1 on the misfire result. Well, that's a good start... 

 

IMG 20170106 WA0005

 

Turn 1 VC: He moved his stuff up, but did not get into scream range. His magic phase did not do a lot and without anything to do in the combat and shooting phase, it was over to me again. 

Turn 2: I repositioned my Longbeards a bit to keep the Terror Gheist in my front. I could have charged him but, if I had not killed him, He would be able to flank charge me with the skeletons and the engine, so not doing that. The Ironbreakers moved up again towards the Engine, leaving the Grave guard for what they are. Killed another 3 Grave guard with my Rangers and tried to shoot into the Terror Gheist, not wounding once... 

 

Turn 2 VC: He charged my Longbeards with his Dire wolfs, in the flank, and the Terror Gheist. Well, did not see that coming.. Normally he keeps his army back... He reformed his Grave guard to make them charge my rangers next turn. In the magic phase he got a load of dice, raised a Zombie unit right in front of my Thunderers. He miscast but rolled a nine and saved the wounds. He also got one of the two invokes off. He also got Van Hell's off.. That last one, could be a problem. Screaming with the Terror Gheist, he rolled a three.. LOL! Combat phase, my lord wrecked that Terror gheist, taking away 4 wounds, the dire wolfs lost 3. I lost 2 Longbeards and with the combat result, I killed both the remaining wolfs and the Terror Gheist. Well, that's one problem solved. 

 

IMG 20170106 WA0007


Turn 3: Charged in with my Ironbreakers and my thunderers into the Zombies. My Longbeards charged the Skeletons. I thought about charging in the Rangers to the Grave guard but I thought I'd be better of shooting them twice. Shot again, killing another three, well this is going to take a while in such a way. My Ironbreakers and Thunderers murdered the Zombies. My Ironbreakers reformed as did my thunderers. The Longbeards had to take care of the skeletons and that combat was a big laugh. I hit with everything except for 1 longbeard. I killed a lot of skeletons and after the combat result there where 18 remaining. Killed about 25 in that one turn. Lost nothing...

Turn 3 VC: He could not charge in with his ghouls, the mortis Engine was blocking him. He did charge in with the Grave Guard, I did a stand and shoot, and killed another 2 Grave guard. He charged in. The Mortis Engine hurt my army a bit but did not take out anything significant. He miscast with his necromancer, which was on the Mortis Engine, and killed himself. I murdered the Skeletons and reformed the Longbeards to make a charge into the Ghouls possible. He killed most of my rangers, I took out 2 more grave guard and my rangers fled the scene. He reformed to go into the other combat, about 15 inches up the board on my side. 

 

Turn 4: Charged in the Longbeards to the Ghouls, Charged in the Ironbreakers into the Mortis Engine in the flank. Well, that was a lucky one, 9 inch charge. Well done my stuntie ones. Shot a couple of Grave guard down with the Thunderers and almost took down the Master Necromancer, 1 wound remaining. The Ghouls got halved but not enough to make them go away, my ironbreakers killed the Mortis Engine. 

Turn 4 VC: he moved up with his Grave guard a massive 4 inches. He tried to do an invocation, I used my spellbreaker to take it away and he got his invocation off. got 1 whole ghoul back on top of is his level. 5 more Ghoulies to kill. In combat I killed off his Master Necromancer and the remaining Gouls. Reforming to charge into the Grave guard if necessary but he only had about 8 left and his Wight King. And he had to start taking leadership tests. 

Turn 5. Did not charge in, left it for him and just moved towards him a bit with my Longbeards. Shot another 2 grave guard with the thunderers and waited for stuff to happen in turn 5 VC.

 

Turn 5 VC: He charged into my thunderers with the Grave guard. Killed a couple with the stand and shoot. He took out 5 thunderers with his forces, I took out 2 grave guard. Lost combat but held. 

 

Turn 6: Charged in the Ironbreakers and finished off his last unit. Well, big victory for the dwarves. I only lost my Grudge Thrower and my Rangers, he had nothing left at all.  

 

The review:

 

The triple charge in turn 3 was the turning point in our opinion. From that point on I had the initiative and he had to react to my actions. I really had a lot of fun. I was a bit afraid for the Terror Gheist, because I did not have a cannon but it turnes out a lord on shieldbearers is able to take out a terror gheist. Especially if he is in a GW unit. My opponent made a few mistakes with the deployment, because of the Grave guard not in the leadership bubble. My rangers did exactly what I had hoped for, drawing away and splitting his army in two making it a lot easier to take out the rest. 

 

Well, I hope you have enjoyed this, I will be back with another battle report as soon as possible. 


Edited by jouke1988, 11 January 2017 - 08:31 AM.


#2 LiveWaaaaagh

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Posted 10 January 2017 - 09:34 PM

Thank you for the battle report! not only is it always great to read good, 8th edition battle reports, but this one had all the makings of a fun battle!

 

Love the list too. It's very similar to one of my all-commers lists for Dwarfs with the 2 big combat blocks of longbeards and ironbreakers and a decent combat block of thunderers. As you realized, I also would have advised to put the runesmith with the longbeards for AP1.

 

Did you take pics by any chance?



#3 Strongbeard_Liam

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Posted 11 January 2017 - 03:19 AM

When I read the smith was in the thunderers, NOOO! Hahaha glad you moved him! I'm surprised he let the terrorgheist into combat at all. Keep 8th coming, and just for the WAAAGH I'd say squeeze a gyro into the list...

#4 jouke1988

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Posted 11 January 2017 - 08:11 AM

When I read the smith was in the thunderers, NOOO! Hahaha glad you moved him! I'm surprised he let the terrorgheist into combat at all. Keep 8th coming, and just for the WAAAGH I'd say squeeze a gyro into the list...

 

I am working on my very first Gyrobomber. That will be in the next list, probably taking out the Rangers to make room. I like the rangers but try to make the list new every time and time again. 



#5 jouke1988

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Posted 11 January 2017 - 08:12 AM

Thank you for the battle report! not only is it always great to read good, 8th edition battle reports, but this one had all the makings of a fun battle!

 

Love the list too. It's very similar to one of my all-commers lists for Dwarfs with the 2 big combat blocks of longbeards and ironbreakers and a decent combat block of thunderers. As you realized, I also would have advised to put the runesmith with the longbeards for AP1.

 

Did you take pics by any chance?

 

I did, I'll try to add them to the post. They aren't great but it will give you an idea about the battlefield. 



#6 jouke1988

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Posted 11 January 2017 - 08:33 AM

Thank you for the battle report! not only is it always great to read good, 8th edition battle reports, but this one had all the makings of a fun battle!

 

Love the list too. It's very similar to one of my all-commers lists for Dwarfs with the 2 big combat blocks of longbeards and ironbreakers and a decent combat block of thunderers. As you realized, I also would have advised to put the runesmith with the longbeards for AP1.

 

Did you take pics by any chance?

 

Added the few usefull pics I have. Next time I'll use my camera in stead of my phone for pictures. 



#7 LiveWaaaaagh

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Posted 11 January 2017 - 03:17 PM

Please do - I'd love to feature it over at www.livewaaaaagh.com - with your permission of course!



#8 jouke1988

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Posted 26 June 2017 - 09:48 AM

I have played a battle with a friend Wood Elves agains some Skaven yesterday. I will post a short report here: First, the list. We did a 1000 point battle, since we will play some Triumph and Treachery soon, and he wanted to test his list. Wood Elves: Spellsinger Lvl 2, Talisman of Endurance, Lore of Shadow, Misifying Miasma and Pendulum Glade Captain BSB, Bow, True Flight Arrows, Charmed Shield, Sword of Striking 16 Glade Guard, FC, True flight arrows 16 Glade Guard, FC, True flight arrows 4 Warhawk Riders Skaven: Warplock Engineer, Lvl 2, Warp-Energy Condenser, Charmed Shield, Scorch and Cracks call as spells. Chieftain BSB, Halberd, Seed of Rebirth, Banner of the Under-Empire 40 Clanrats FC, Spears, Shields, Poisoned Wind Mortar 30 Stormvermin, FC, Poisoned Wind Mortar Doomwheel Set-up: We rolled up and got Battle of the Pass. I had hoped for that, it would perhaps give me an extra round of shooting before those big combat units came rolling in. I deployed one of my Glade Guard units on my left flank, with the mage. The other unit went on the right flank, joined by the BSB, with the Warhawk Riders just in front of them. This unit got a forest to stand in, with a Venom thicket. He deployed both his combat units in the middle of his deployement zone, with the doom wheel in the middel. Both of the mortars where on the inner side of the combat units, so the combat units protected the flank. I was very scarred of the big stormvermin unit. He had both his characters in that unit, which ment that I had to take that unit down. I got first turn, so here we go! Turn 1 WE: I moved my Warhawk Riders to the right flank, in cover from a big rock. The rest of my units stayed put. They both had a unit in sight. I rolled a 8 for magic, got my Miasma off, but it got dispelled. I did roll for the pendulum but did not roll enough to get it off. I killed a few clanrats with my shooting and killed one of the mortars. That's one problem dealt with. Turn 1 Skaven: He moved up his whole army and made a small wheel with the clanrats to prevent going in to a ruin. He got 6 dice, I dispelled the scorch and he did not cast the Cracks call. He took a leadership test to prevent his Doom Wheel from shooting the clanrats and tried to fire his second mortar, but he missed my Warhawk Riders. Turn 2 WE: I withdrew my Warhawks, to prevent that Doom Wheel from charging in, and shifted my right flank Gladeguard a bit. No hits where taken when moving in the Venom Thicket forest. I rolled 12 dice for my magic phase, nice! I got off my Miasma, and he failed to dispell. I took the big one and took out 2 of all statts for his Doom Wheel. We determined that it would lose 2 inches on the total roll the next turn, we where uncertain how this would happen according to the rules. I also cast my pendulum with a miscast but failed to hit my opponent because of a low number on the 6d6. I rolled a 12 for the miscast, losing one of my levels and losing the pendulum as well. That spell did nothing for me all game. I shot and took out about 12 clanrats, really lowering the number in that unit. He had to take a panic test but succeeded the second time, his BSB was in range. Turn 2 Skaven: He moved up his units again, but his Stormvermin where stuck behind the Mortar, because of this, all his spells where also out of range, both had a 24 inch range. His Doom Wheel moved up another few inches, being limited because of the miasma. He tried to shoot the mortar at my left flank Glade Guard but he missed. He also fired his Doom Wheel at my left Glade Guard unit, who was at the same distance as his Clanrats, a roll off determined he hit my Glade Guard, killing off three with a strength ten. No combats, so up to turn 3 WE. Turn 3 WE: I took a chance and charged in my Warhawks into his Doom Wheel. I knew it was a long shot but hoped that I could kill him with the killing blow the Hawks have. I shuffeled up left another few inches with the Right flank unit, I hoped to get a shot off at that second mortar. My magic again did not do much, another miasma went off against the Doom wheel, but with another miscast... I rolled a three on the miscast table and lost a wound on my mage and 5 Glade Guard. His Doom Wheel lost another 2 on all stats, and I finished my magic phase. In the shooting phase I killed another 10 clanrats and his second mortar. In the close combat phase I first lost 3 wounds, which means one warhawk is down. I then attacked and got not one but two killing blows. Because of this, I took out his Doomwheel. Phew, that's one less thing to care about. I reformed, overrunning would get me into charge distance for his other units. Turn 3 Skaven: He tried to charge in his clanrats agains my Warhawk Riders but failed and moved up a few inches. His Stormvermin moved up alot and got in range to fire off some spells. I was afraid of both but chose to stop the Scorch again, to protect my BSB. He got off Cracks Call and took out 2 of my Warhawks. My BSB was also hit but succeeded in the initiative test. With nothing else to do, it was my turn 4. Turn 4 WE: I moved my single Warhawk that remained to the rear of his stormvermin. I did not move my glade guard. I did get a stunning magic phase with Miasma going off on the Stormvermin, but he dispelled it. I again shot the clan rats, hoping to get them to buggar off. They failed their panic test and ran towards my Glade Guard but only by 5 inches. Turn 4 Skaven: He got his Clanrats back in order and reformed them in to two ranks of 5. He tried some magic but he failed to cast the cracks call and ended his magic phase, over to my turn 5. Turn 5 WE: I decided to do something stupid. I charged in all my units into the Stormvermin unit. I had to take a risk to prevent that the unit would take out my units one by one. All charges succeeded. I got off a big Miasma on him, reducing all the stats with 3. I got in some hits and killed 10 stormvermin, but I forgot about the banner. He took out the Warhawk, 3 Glade Guard in one unit and 5 in the other. This was a massive blow and reduced my chances in this combat. In the end I had two Glade guard and the mage left in one unit, the other had 7 left and the Glade Captain with 1 wound remaining. I lost combat by 4, the unit with the mage ran off and the other unit held ground. At that point I conceded. I knew I had lost the game. We did roll for turn 5 skaven but he killed my full unit. We both decided that both lists need some tweeking but not a lot. The Skaven list will make 2 units of 20 Clanrats with the attachement, removing the attachemend from the Stormvermin unit. The Wood Elves will need a big tweek. They need a combat unit, like dryads, to be able to hold. We took out one of the Glade Guard units and put in Dryads for it. This will give the WE less shooting but will give them a unit that will stand ground better. Thanks for reading, I appreciate all reactions!

#9 LiveWaaaaagh

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Posted 26 June 2017 - 12:25 PM

Thank you for the battle report! Does Killing Blow work against the Doom wheel? What is it qualified as? Monstrous Infantry? If you stay at 1,000, Dryads are an option as are Eternal Guard (better, IMO). A block of stubborn Eternal Guard could be good to hold a unit in preparation for a warhawk flank charge.

Other option is to replace the hawk riders with Wild Riders. Lore of shadow is one of my favorites too, but at low levels, maybe consider also Beasts for Wyssans.

 

Look forward to the next one!



#10 jouke1988

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Posted 26 June 2017 - 12:52 PM

Hi LiveWaaaagh, I took a random lore, so Shadow was a pleasant surprise. I am not familiar with the options in making the Eternal guard stubborn, would you use a banner? According to the rulebook, a Killing blow can kill all, even multiple wounds models. I took Hawk Riders as a fun thing, I normally would take Wild riders.

#11 LiveWaaaaagh

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Posted 26 June 2017 - 03:13 PM

Eternal Guard are stubborn by nature :)






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